﻿using UnityEngine;

namespace Gp.Scripts.Core {
    /// <summary>
    /// 战斗单位模型状态机的参数 HashCode。
    /// 格式为参数名 + 类型
    /// </summary>
    public static class UnitAnimatorParameter {
        public static readonly int StatusInt = Animator.StringToHash("Status");
        
        public static readonly int DamageTrigger = Animator.StringToHash("OnDamage");
        public static readonly int BlockAttackTrigger = Animator.StringToHash("OnBlockAttack");
        
        
        public static readonly int WeaponChangeTrigger = Animator.StringToHash("OnWeaponChange");
        public static readonly int CurWeapon = Animator.StringToHash("CurWeapon");
        public static readonly int SkillSelectingTrigger = Animator.StringToHash("SkillSelecting");

        public static readonly int PlayTrigger = Animator.StringToHash("Playing");
        public static readonly int MoveBackTrigger = Animator.StringToHash("MoveBack");
        
        public static readonly int IsDeathBool = Animator.StringToHash("IsDeath");
        public static readonly int IsBattleModeBool = Animator.StringToHash("IsBattleMode");
        
        
        
        
        public static readonly int ImpactForceFloat = Animator.StringToHash("ImpactForce");
        public static readonly int ImpactForceXFloat = Animator.StringToHash("ImpactForceX");
        public static readonly int ImpactForceYFloat = Animator.StringToHash("ImpactForceY");
    }
}